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Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.7 RC1
Posted: Mon Mar 19, 2018 10:02 am
by juanjgon
BorisGoreta wrote:On one machine every frame of the sequence renders until approx. 80% of the progress and then it hangs there for 7 seconds still in RENDERING mode and then it finishes.
On another machine the same scene renders without any hang at all.
What could be the cause for this ?
This makes a difference of 17 seconds per frame to 10 seconds per frame on the second machine, just because of this hang.
Is some single threaded CPU job happening at that time ?
First machine is slower in single CPU jobs then the second one but the difference is 7 seconds to almost no hang at all.
Hi Boris,
Yes, I think that I can see something weird rendering your scene here. After reaching the 1000 samples that you have set in the kernel node, somehow Octane still render more samples before aborting. Let me investigate the problem ...
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.7 RC1
Posted: Mon Mar 19, 2018 10:27 am
by Lewis
juanjgon wrote:
Probably on a solution could be trying to support the new LW2018 projection nodes, if you need to use the LW projections in the Octane scene, of work with the Octane native projections, although it is true that they can be used for displacement.
Thanks,
-Juanjo
Hmm, so you say that now octane projection node works with displacements ? It didn't work in 3.07 and before but it worked with UVMap node set on T channel.
When i try tha ti get this error message (attached) and my Layout is freezes/crashed. It don't allow me to clock OK or anything, just stays that way freezed on screen
P.S. Is there any way to make Get T function start working in 2018? Any way you could ask NT to get you SDK function exposed maybe ?
Thanks
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.7 RC1
Posted: Mon Mar 19, 2018 11:23 am
by juanjgon
Nope sorry, this was a typo. The Octane projection nodes can't be used for displacement yet. The displacement only works in objects with a valid UV map.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.7 RC1
Posted: Tue Mar 20, 2018 12:13 am
by juanjgon
BorisGoreta wrote:On one machine every frame of the sequence renders until approx. 80% of the progress and then it hangs there for 7 seconds still in RENDERING mode and then it finishes.
On another machine the same scene renders without any hang at all.
What could be the cause for this ?
This makes a difference of 17 seconds per frame to 10 seconds per frame on the second machine, just because of this hang.
Is some single threaded CPU job happening at that time ?
First machine is slower in single CPU jobs then the second one but the difference is 7 seconds to almost no hang at all.
This problem should be fixed in the next plugin build, that also should abort the F9/F10 rendering a lot faster.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.7 RC1
Posted: Mon May 07, 2018 7:05 pm
by SpawnSP
juanjgon wrote:Lewis wrote:Juan, in LW 20180.0.2 it looks like Octane UVMap node don't work anymore with Layers T channel mode, nor does Get T function work ?
Yes, this is known limitation in LW2018. The fact is that this feature in LW2015 works extracting the T texturing information of the standard LightWave material from the Octane material node, but now that the standard LW material is also a node it is not possible to have both LW and Octane materials working at the same time. The LW SDK functions used to get the texturing information only work if the LW material is linked to the surface input, as expected.
Hi Juanjo,
I'm not sure if this is the correct place to post this, as this thread is from an "old" versión of the plugin.
I really need to perform a simple planar texture mapping into an object. The 3D object is a model of a mountain and I need to texture it by just placing a texture on the Y axis.
I already have the texture set up on a standard material, and placed it by eye using coordinates and positions on the T texture layer. Now I need to replicate this mapping on Octane but I don't know how to do it. Cubic mapping doesn't work and I think creating an UV map is not posible, because the geometry is very dense (about 5 million polys) and it's not square, so aligning the UV map would be a pain.
Is there a way to use the UVMAP node? I've attached a screen of what I've tried, but no luck…
Thanks!!!
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.7 RC1
Posted: Mon May 07, 2018 8:43 pm
by juanjgon
Hi,
The UVMAP node works in LW2018 like in LW2015, linked to the normal input. The only limitation is that the "T" texture mode doesn't work. I'm not sure if you could copy the projection from the LW T layer into the Octane node, but in any case I suppose that the best workflow is to work with an UV map, even if the object is too complex.
Thanks,
-Juanjo
Re: OctaneRender™ 3.0 for LightWave™ - Test build 3.08.0.7 RC1
Posted: Tue May 08, 2018 7:47 am
by SpawnSP
juanjgon wrote:Hi,
The UVMAP node works in LW2018 like in LW2015, linked to the normal input. The only limitation is that the "T" texture mode doesn't work. I'm not sure if you could copy the projection from the LW T layer into the Octane node, but in any case I suppose that the best workflow is to work with an UV map, even if the object is too complex.
Thanks,
-Juanjo
Thanks Juanjo,
I guess that I'll do this particular scene with 11.6 instead. there are no specific features of 2018 that I need for those shots. It's just a big mesh, a big texture and a lot of instancing for trees.